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Able Ability System Info and Support Thread

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  • replied
    Okay It seems that you can cast from the Actor being damaged to player controller. It just has to reroute through an "Instigator" type thing?
    https://imgur.com/PZkzDih

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  • replied
    I am just having trouble getting any information about anything while inside my Able Ability.

    If I need any information outside the ability I have to cast to a specific Actor. I plan on having dozens of actors in my game. I can't cast to the player controller because I can't get the Targetted Actor's player controller, only the instigator. I can't get the Targeted Actor's GamePlayTags without calling the specific Able Ability Component on a specific Actor (When I have 20 characters, do I have to get 20 different components and check which one works?)

    There has to be an easy way (specifically in this case) to grab the Actor being damaged and check their tags to see if they're on team one or two, and comparing it with the owning actor's tags.

    OR I could cast to the player controller and get the team ID from there. But it doesn't allow me to cast to the player controller of the Actor being damaged. It wants me to cast to the ACTOR. There has to be a way I am missing here. It would be so much easier to just run all this logic through the Character Blueprint and just use Able for cooldowns at this point.

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  • replied
    Oh and I think I get what you’re saying, how would I get targets in my first ability, then apply the stun active onto the other character. All I get is begin ability and end ability, how do I say
    when target is damaged -> get target apply stun ability

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  • replied
    So I have a player controller that runs movement and damage calculations and teams and all that and then blue print characters that the main controller possesses, if I made an ability for a BP_Knight that stunned how would I get that to the BP_Archer character for instance. Without having to set the tag and check on tick it a stun flag was set.

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  • replied
    Originally posted by mnorris54 View Post

    Could you do a basic tutorial on how to stun a target that is hit?

    More specifically in a multiplayer game, when a player has the Stun tag applied to them how do you check if they're stunned and how would you go about applying it?

    If I could understand this, then I could understand a whole lot more about the Able system. I think it would be a good video on how to explain the process.
    I would actually make an apply stun active ability and stunned passive ability and run all stun logic inside the ability instead of the character.
    mnorris54 - I would make sure to pass into the projectile the OWNER of it and on collision ignore owner. I could do a another tutorial on projectiles with able as well.
    That's great! give me more! What else you need?
    Throw more ideas and Im jumping into it!

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  • replied
    For instance, right now I have an ability that spawns a projectile. When the projectile collides with a target it deals damage.

    When I try to filter my self out, how would I go about that?

    I know it has to do with getting the ability context, but that is in the Character BP not the projectile.

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  • replied
    Originally posted by AngeIV View Post

    glad I could help. I'm taking tutorial requests by the way
    Could you do a basic tutorial on how to stun a target that is hit?

    More specifically in a multiplayer game, when a player has the Stun tag applied to them how do you check if they're stunned and how would you go about applying it?

    If I could understand this, then I could understand a whole lot more about the Able system. I think it would be a good video on how to explain the process.

    Leave a comment:


  • replied
    Originally posted by chaule192 View Post
    Hi all - For the "Play Animation" Task, I could not see my Sequences and Montages worked in the Able Review Viewport with the Single Mode and Dynamic Montage option (*).
    Will try on the Ability Animation Mode, but for (*), is it required any prerequisite setup?
    No. Just make sure you have an Able Ability Component on whatever your preview actor is. Able tries to add one at runtime if it's not there - but that seems to not take always.

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  • replied
    Originally posted by mnorris54 View Post

    Awesome video, your game is completely different then mine; mine is more RPG spell oriented. So my basic melee attacks are not as important. But I will definitely re watch this when I am setting up tags. Thanks so much the branching you did will help me a lot
    glad I could help. I'm taking tutorial requests by the way

    Leave a comment:


  • replied
    Hi all - For the "Play Animation" Task, I could not see my Sequences and Montages worked in the Able Review Viewport with the Single Mode and Dynamic Montage option (*).
    Will try on the Ability Animation Mode, but for (*), is it required any prerequisite setup?

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post
    ExtraLifeMatt Update documentation so I don't get lost in the fog on something I haven't done before... and a list of tutorials to cover.. I can do it
    Awesome video, your game is completely different then mine; mine is more RPG spell oriented. So my basic melee attacks are not as important. But I will definitely re watch this when I am setting up tags. Thanks so much the branching you did will help me a lot

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  • replied
    ExtraLifeMatt Update documentation so I don't get lost in the fog on something I haven't done before... and a list of tutorials to cover.. I can do it

    Leave a comment:


  • replied
    I see... ok I'll visit it again and see how can I make use of it
    Thanks a lot for the help Matt

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  • replied
    Originally posted by Raed Abbas View Post
    I thought that to but it asks for a Event Name! So, that got me confused how to use it properly,
    The "Event Name" is just a string that helps you identify which Task/Targeting/etc is calling into the Ability BP. It's entirely optional.

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  • replied
    Originally posted by AngeIV View Post
    mnorris54 ExtraLifeMatt

    I'll be more than happy to do examples for ABLE on requests This is a very complex system example but I could do simple ones as well.
    VERY Tempting. Roland_Price wants to help on fixing up the documentation to (which means it'll finally get some love since I'm swamped). Let me think on it some more, but I'm definitely interested.

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